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Swedenquakish2 years ago

No problems, if I was more motivated about it I would have tried to contact you outside this site too.

And I may have made the wording more confusing then it actually where, just that it is so easy to assume that things will use the standards most games do. But there are no rules about that and it is absolutely fine to use other names too.

And about timing is most about preference, just to me I always found it to make the most sens to only time the parts that the player have real control over. First input to last input style, ignoring intro and outro cutscens. But is what is optimal usually vary for different games. Well it is also that I had done runs with that timing before too. I started working on this game about 1 year ago, and then there where no page setup for it yet so I did not bother looking if some1 else set it up in the mean time and just went with the timing I was thinking was the best.

And about glitches and shortcuts there are a ton, most levels plays absolutely nothing like intended. I'll will submit my run I did shortly before the first post so you can see to, if there is any questions or you want to learn how anything in it works just ask.

discussione: Sacred Gold
Swedenquakish2 years ago

Thanks!

Also looks like they updated src so you can only add guides if you have a run on the board or are a moderator, I think. Can add guides now. Will add with some more info that could be helpful

discussione: Sacred Gold
Swedenquakish2 years ago

For some reason src don't give me the option for adding a guide for this game... not sure why. But here is the video: I also had some small notes about how the inventory and yellow potions too add to the guide but they are not that important for understanding.

GenuineSB piace questo
discussione: Sacred Gold
Swedenquakish2 years ago

Ok got a decent run with this new route tho did a silly routing mistake where i forgot to add the new fly clip for opening the water gate door, old route had a different wrong warp there. But I will do a video where I go over and explain this route and what I do, hopefully I have the time to record it tomorrow. But this route can surly go down to about 28 min if not lower.

GenuineSB piace questo
discussione: Sacred Gold
Swedenquakish2 years ago

I meant you could export whenever to unlock Shaddar-Nur whenever, but yeah tested it too. I was able to run around a undead mage for about 30-40 seconds outside Khorad-Nur before they used a trapping spell. But as soon as I entered Shaddar-Nur area of the map the mages instant used trapping spells.

Another way that you can cancel traps is by getting off your horse, you can instantly run again. Not sure it is worth it in a normal run tho as your run speed is soo much lower.

Also I rewatched your run again and last time I skipped the shaddar fight part but noticed now you had problem with it. To hit Shaddar you need to 'collect' one of the things that are flying around in the room first.

Also I have been going over and testing a route using the preset 29 demon and I think I got a working route, will need some fine tuneing but it is should be possible to get a really fast and cool route working for it soon.

GenuineSB piace questo
discussione: Sacred Gold
Swedenquakish2 years ago

I actually already start on silver difficulty I don't know how I missed that, was sure I looked for what difficulty you picked, well doing shopping in Porto Vellum should still have better odds for higher stats but it not sure if it is worth getting trapped on the way there tho.

it seems that after export/import enemies stop trapping you for a few minute This is interesting, could we not do the trip to shaddar-nur after exporting and just doing a save at the portal there and then load that portal menu into the main save to travel to shaddar-nur without getting trapped?

Another small trick I remembered is that you can open your inventory to shift the view point so you see much further to the bottom right. Can be very useful for avoiding mages in some areas, specially shaddar-nur trip, tho if export tricks works this may not be useful

GenuineSB piace questo
discussione: Sacred Gold
Swedenquakish2 years ago

Local Multiplayer About this: What I mean with this is that you start the game in local multiplayer with Hack and Slash game mode (I think it was called this) Then you start at "Heaven Isle" can use the portals inside there to quickly go around the world and grab several of the normal portal location that will be saved on you character. You can also find a free 220 horse just next to a portal. After you have got all the useful portals you exit out and start a game in normal singel player by importing your character and you now got a bunch or portals unlocked saving having to run around a lot of areas, specially areas with mages. You can also use the shop in Heaven Isle to by a decent saddle with speed bonus as they are common in that shop. And after all this you can use a quest in Braverock Castle (finding a rabbit that a girl lost) for the level ups as it gives more reward and is faster.

A route using this could save somewhere around 7-10 min I think. But you are right in that this feels more like a different category.

I do have a old test run using this, tho it is using a very outdated route (Before I found about combo master glitch and some other parts of the route is suboptimal) and with a very very bad video quality. But could upload it if you want to see what a route with this could look like.

About speed and difficulty What you could do is start on silver, as you also get more from quest rewards with it too (at least exp). Check the shop in Belleuve for a pair of good boots then keep game on silver until after you are done the merchant and combo master in Porto Vallum. Then do a hard save next to the portal there and export. Then import to bronze and quick save then use that hard save to move the portal menu to your now bronze character and continue the game as normal on bronze from that point onwards. (Note: First actual quest the game checks is the rescue of Wilbur, all the main quest things before that are not required)

If you find a good pair of boots with this you should still save some time, even if it adds some extra menuing. And it also makes the run way safer as you get a higher level, specially noticeable as you need less gold and runes with combo master trick so you are at a much lower level with it.

For Poison Res What I did before was just to keep an eye out for poison res on gear and put that as 2nd priority for stats. If you do not find any gear with poison res then I think poison demon could be worth using inside the dark elf area and maybe the area before the demon fight at the end of the game, but only if you don't find any poison res. Not sure with END vs DEX think they give a very small bonuses only anyways. Unless we could find a way to get the merchant window working while moving inside the dark elf area, then we don't need to worry about the slow down much.

Hidden stored menu This is interesting, will look into this. From quick test I was only able to do the storage from a horse but could do the moving while window open without horse.

Invincibility It feels like mages notices that they can't damage you and priorities traps so have limited use.

Immediate spell recharge I think it is the combo master that refreshes. But storing combo master can allow for a spell recharge later on.

And the idea to use the preset lv 29 characters is really good, could make for a fun run with the wrong warps route. I am planing to start looking into this. And I would not be suppressed if a route using that could go down to about 30 min, maybe if a few more useful things is found.

GenuineSB piace questo
discussione: Sacred Gold
Swedenquakish2 years ago

Hey! I messed around a lot with sacred almost 2 years back but never got to finish any runs and my motivation for actually running the game died. But I did find a some new things. And it is nice to see some new activity on 1 of my favourite childhood games, so if you are interested here are some glitches and tricks.

Combo Master Menu Storage Tricks: So if you just do try and do menu storage on the combo master normally it won't work and only reason it works on the merchant is because the 'sub menu' for selling items. But with the simple trick of quick saving with you inventory open on screen you can store the combo master menu over quick loads. This allows for 2 new tricks, that mostly focuses on saving gold.

Free Exchange: By loading back after placing all 4 runs in you can do a run exchange without losing any runs or having any gold cost. Note, after loading you need to swap what rune you want to exchange for at least once before the accept button works.

Free Combos: By fully making and then placing a 4x combo into the combo build menu and then loading back before, you can build that full combo for 0 gold cost.

These 2 tricks mostly saves gold but that means we are in less problems of running out of potions and could go for less quest reward stacking too. Note about the exchange trick is that it is slightly slower then the double rune activation trick with the merchant, so it may be optimal to make half the amount you need with it and then use the merchant trick still.

Fly Clipping: When The timer for fly runs out it tries to put you down on the floor again and can push thro blocking walls that normally you can not pass thro. While this is trick kinda used in the current run, it can be used for a bigger time save. As you can use it to go thro the locked door where the switch to lower the water for the water element, the door you normally use to exit after you pressed the switch. Video of the clip: For the run you would use the portal, that spawns after grabbing the earth element, to go back out the dark elf dungeon. After exiting out the dark elf dungeon you will time it so that the fly runs out almost perfect if you active it as directly after going out of the cave again. But be warned if you get hit by slow poison you will not make it in time, so be careful of that. I have not found any other places where this could be used yet but maybe there is.

Braverock Tavern Sewers 1 Skip: This is a small skip that skips going down the actually sewers the first time you need to go down there to meat the prince. When you talk to the guy outside the tavern, the guy who opens the door, it updates the quest progression and dialogues. So if you have a quick save in the forest hideout you can move that quest menu over to that save and update so you can talk to the prince inside the forest and get all the quest updates there skipping going down the sewers. But this alone would softlock you later as the path down the tavern sewers is now locked when you head down there the 2nd time. and this can not be skipped as the quest update is a location trigger on the bottom floor. But what we can do is that before we talk to the prostitute in Braverock that tells of the guy outside the tavern we can put a hard save. if before we go down the 2nd load that hard save and move that quest back we can spawn that guy outside the tavern again and have him open the locked gate. What this do is that we effectively trades having to go down the sewers once for some loads screens instead. It should save a few seconds but is a very minor time save.

Local Multiplayer: Using local multiplayer mode can save huge amounts of time but can be questioned if it should be allowed, personally I think it is ok as it is part of the game but can see arguments for it not being allowed. But what this dose is that it allows the use of haven isle, from where we can get a lot of the portal location and save a lot of time not having to ride to a lot of location as well as make the run a little less rng like as we travel less areas with mages that can trap us. Also creating a character directly for this gives you a starting gold bonus (but no runes)

I mostly messed around with routing with this before and have a practically full route for this if there is any interest in running using this to setup portals.

Other useful information and small tricks: Maybe already be known but just in case.

The speed you can find on bots is tied to the difficulty, we can find up to 30 speed on silver, compare to I think 22 on bronze. This could make doing some early game on silver worth it. Also the speed difference can make you get hit significantly less. Around +28 or more speed is where a lot enemy's to start missing you because you run to far away. (specially with fly active as that extra speed too)

Poison res effects not only how long we get effected by slow poison but also how much slower we get and even a tiny bit of poison res helps a lot!

Knockdown Momentum Boost: When you instead of dying gets knocked down to the ground you get knocked away a short distance, normal very short before you stop on the ground. But if this knockdown happens exactly as you enter/exit into another area that momentum gets stored and won't be slowed-down/stopped until you get fully stopped by hitting some objects, if timed correct you can store momentum that flings you across the map in an almost instant. This is almost impossible to use intentionally but could allow for some crazy moment if a way to set this up consistent is found. (in local multiplayer you can trigger this boost without entering or exiting a area by exiting the game as it happens and the rejoining the game)

If you talk to a npc at the exact same time it get teleported away the game will glitch out and fling you around in hyper speed. I assume it tries to move you close to that npc but can't find a path there as that npc may be located in another area. I doubt there is any real use for this, but still fun.

Potential Future Glitches: Sacred is incredibly broken, mostly just because of quickload, but I yet to find proper ways to implement the 2 most crazy glitches into a working faster route.

Event ID manipulation: So I call this Even ID not sure exactly what it is called in the game, but I refers it to things such as: Getting a quest, Completing a quest, Quest rewards, Opening a grave, Entering different areas and Opening the portal menu. And probably more things. But what is interesting in this is that for example the game do not tell the game enter this new area when you go into the trigger to enter it. but instead says run event XXX or something similar. and then it checks what campaign your in and takes from some list what that event XXX should do. And with quickload it is possible to move quest progression menus (accepting quest or completing them) from 1 campaign over to the other, and when you click the accept quest button it runs the even id the menu should have but said id now points to something else now.

This is incredibly broken and can cause a ton of different effects, most notable that I have found useful is wrong warps. But there is possibility's to get quests too.

But there is 3 major limiting factors for this to be useful in a speedrun.

  1. The only thing I found to be able to carry a "Event ID" over to another campaign is quest related menus. This limits how many different id's are possible to move. But if another things could be used to carry a "Event ID" then this could allow for more things.
  2. The requirement for entering the Underword campaign is level 25, that is very slow to get to. The fastest way I found is to use the secret tunnel to go to Mystdale and do a quest reward stacking on 1 of the easy quest in there. But it is still over 5 min of just load screen I think. Also the beginning of underworld campaign is slow and I currently have no wrong warp from Ancaria campaign over to underworld to skip it.
  3. And that ties into the 2nd limitation, is testing. It's very time consuming and incredibly difficult to test this with brute force method and I lack knowledge on how to make tools for helping and testing this. And just finding wrong warps is not that bad but the problem is that you can not only get quest with this but also complete quest, but from what I have seen it is only possible to complete a quest you already have active, making it absurdly difficult to test for that.

But there is a huge potential for this to allow a crazy wrong warp route. because of 2 things, the hologram of the seraphim is always active and getting to it skips act 1,2 and parts of act 3, and normally this would be a problem as you can not enter the Braverock tavern but 1 of the few wrong warps I have already found takes you instead that locked of area (another into the seraphim area too) So there is not that much missing for this route to be functional but the what could be the biggest thing is that the current fastest way to level up to 25 is very very boring so I am not sure any1 would want to run it this way.

But if there is interest in this I can share the info I currently have on wrong warps locations and do some more digging into new warps and other useful things.

Object ID manipulation: If possible this has potential to be even more broken, but is very unlikely to be possible to use because of 1 thing, RNG.

So by object I mean everything from Items, Intractable/Movable props on the map, Enemy's, NPC's and even invisible triggers. All these things share the same type of ID to store them in memory. And it is super simple to mess with this, actually the current speedrun route kinda do this when we use the merchant to activate the same rune twice. We could also use the same trick to sell the same item twice too if we need gold for example. But what happens when we use the merchant sale menu to quickload back (or forward) a item to a time where said item do not exist? well that menu stores the id not the actual item and if another object in memory has the same id at that time then the item that we get in out hands is said object. This can let you grab practically anything the game has loaded in memory, you can place non item things in you inventory for weird effects, summon npc's to your location and much more. The potential is almost endless for what this could do as it looks like ground triggers is also given the same type of id.

But it is almost impossible to control the id of items as the game progress further on. But some ideas for how this may be possible to use:

  • A fresh character have all start items in fixed id slots.
  • It is likely the game prioritizes filling empty id slots over making new once. So if we can control so that we remove a id slot (drinking a potion?) and then update the game in a way that loads new thing into memory then maybe if we have a save before that we could load those potions into the future and have there id be the same as what was loaded into the memory just.

I think this is most I found, I may have missed something about the route as I know I found a few smaller things to improve on Bloodymary's route but can't recall what it was anymore. But if there is any questions or interest in looking into the more advanced glitches just ask, I still enjoy glitch hunting sacred even if I don't think I will make any runs at the moment.

GenuineSB piace questo
Swedenquakish2 years ago

Hey! I messed around with glitch hunting and routing this a lot last winter but never actually got to finish a run I was happy enough to upload back then. But returned to play a bit again and plan to work on a run again, got even more inspired to do so by finding a new way of clipping too. So if you could add a Any% (ng+) category.

Outside of that I also have some question, specially about this part of the rules: "Skipping portions of levels allowed as long as entire levels are not skipped via glitches." That is very vague and don't make too much sens considering it is for All Talents. Are you meaning for it to be glitchless? or? Full level skips would not work in All Talents anyways, even tho there are a lot of glitches in this game that could break down that category a lot. It is best to avoid having anything vague in the rules. And as the game is not exactly getting a lot of runs and is unlikely to get so in the future, it may be better to leave things more open and make changes or splitting category's as new runs get made. If the new runs are so different that it may make sens to change something.

And 2nd is more of a request I guess, but I think timing for start and end would make more sens if timing starts when we gain control, (after clicking away the message after the intro). Don't see too much of a point to have the full intro be timed, And it nice to be able to walk away and maybe get something to drink while it plays without stress. And maybe even more so, would be to have the time end on killing Able. As that is also the final required input(auto dialog menas no more required button presses) and it is nice to let that full cutscene playout with auto dialog instead of feeling forced to mash thro it too.

MynxFox piace questo
discussione: Might and Magic IX
Swedenquakish3 years ago

I have done runs to the end without entering the house or triggering Njam, it sure works.

Only thing I see is that the loading screen flashes a bit when loading back to the bathhouse, can't see what that is. And that they get different coordinates from the save compared to if you do it infront of the last dungeon directly, like it should do. If I missed anything else going on pls tell, hard to see if they did a load at same time as pressing accept on transfer box tho.

discussione: Might and Magic IX
Swedenquakish3 years ago

No, you don't need him to enter. After Krohn gives the updated quest the end trigger becomes active. There are a few more "unnecessary" quest things. Like you don't need to return back to the guy in Thronheim to ask where the Jarls have left before heading to Yorwick, you can head there directly after turning the quest in outside .

I found the save setup to only be consistent during the first time an area is loaded as it takes longer to load it then. And there is good visual markers for that beacon setup, I just had kinda forgot exactly were it was. Well there is like less then 10s difference in time for them. Also you should be able to do the save setup without going to the bathhouse. That was the first way to skip the final dungeon I found.

discussione: Might and Magic IX
Swedenquakish3 years ago

The requirement for the end to trigger to become active is to talk to the messenger that spawns after Tamur Leng and then talk to Krohn. After that you can trigger the end, no need to visit Njam's house or anything, just get to the end trigger.

The reason I mention the messenger is because if there is a way to trigger it to become active earlier you may be able to do a major skip. If you use save warp to get into end area without having done the jarls, on that save, then the same messenger will include options for the war negotiation with Strumford and Drangheim.

For that videos it looks like you are using quicksave during the loadscreen? to get wrong save location coordinates. If not then I can't see what you did. And if you did then you don't need the first step were you enter the bathhouse, the location you get for doing it from the normal entrance point is good for that warp.

The strat I prefer for skipping last dungeon is a beacon wrong warp:

This is slightly slower then the loadscreen quicksave, but the loadscreen save only really works first time you enter an area (since starting the game) and if you fail the runs dies at the very end. So I prefer a slight slower solution that is 100% consistent.

I have a more or less completed full route with all these new tricks now. Spend a lot of time on it last summer but ended up burning out on the game, but is getting back to it now.

discussione: Knightin'
Swedenquakish3 years ago

Ok did a guide, it's a long time since I did any% glitched but think I got everything. Also added the 100% glitched route video I did a while ago.

ExoticPanda piace questo
discussione: Knightin'
Swedenquakish3 years ago

Sure, I can make something to explaining it.

Swedenquakish3 years ago

Ok, I have found a little more. Tho it effectively only saves about 3s as of now tho.

But the cutscenes that are 'unskipable', with the spellwheel trick, have a way to move within the cutscenes. If you get the skip timing with the spellwheel you get a few (1-3ish) frames where you can control and input things. But not only that, any direction you input will keep moving after your inputs get locked still. And for some reason you can 'bounce' on some walls too.

Allowing for this cool trick to activate a cutscene within a cutscene:

So to explain a bit, I use the 'ViewTeam' command that is left over in the game too change camera so that we can see what is going on (every entity has a camera for some reason). And cutscenes works by changing the camera to a camera used for the cutscene, and in this case your player camera gets teleported to the location you will later arrive at just as the cutscene starts.

Sadly I think this is the only unskipable cutscene this is useful for. The 1st of the 2 butler cutscenes do apparently not have the loading trigger active until after it ends (you can save maybe 0.5s or so by standing inside the area beforehand). The 2nd butler cutscene takes place behind closed doors. Most other unskipable cutscenes are located at the end of a level so nothing too move into.

Tho there may be some more potential for turning 'unskipable' cutscenes 'skipable'. There is still some weird things going on with why cutscenes are skipable.

Swedenquakish3 years ago

Hello! As there do not seem to be any better place to post this I do it here, but I have found this, what I at least assume is a new, trick to skip several of the unintended to be skipable cutscenes! Saving minutes of doing nothing if you can get all of them.

Here is a video where I try to go over how the skips work:

But in short, this makes use of the spell wheel (or weapon wheel) to overwrite the game locking you from moving your character, as it have property's to change what control works itself. As well as the fact that it has a delay after you press the button until it actually becomes active, letting you overwrite control mid cutscene. Tho there are more weird things going on depending on what cutscene, I do point on some more details on how some cutscenes are different in yt desc.

On another note, I have a question if someone else knows about a fix for missing URL on saves? Meaning broken saves when doing save jump ladders. I suspect it is just my very bad PC that can't keep up with the spam of save and load, but you never know if there is some way to fix it as it tend to lose a good bit of time every run.

C7AY e MisterMunkki ti piace questo
discussione: Might and Magic IX
Swedenquakish3 years ago

I will take a look at it, thanks.

discussione: Might and Magic IX
Swedenquakish3 years ago

Hey, I have been working on more glitch hunting and doing re routing. Currently have a new route that uses both that transfer message storage glitch but also several more new glitches and skips that I have started doing runs for.

And btw the speed of how fast you get the transfer message quick load is based on your frame rate, lower frame rate = fast load.

But I have several new glitches, I have yet to make any videos for them but to name the major once:

1: You can quick save just as a map loads in a get a quick save to go off before your party is loaded into the world, this makes the game save them at the coordinates of where you where before the transfer and in some places save huge time, like where you get the crown, the save will be just above the end saving like 1min 40s. Problem is that this is not 100% consistent...

2: You can quick load after you press accept a transfer but before the new level loads. The map transfer gets stored and will fire after a short while, how long depends on where the qs is located (you can get super weird effects if it is placed in another map) This can have weird effects but to name the uses I found:

If you grab another transfer box before and after the first transfer happens load accept the message again. You will spawn at the 'default' spawn for that map when entering but also when exiting that map. Also if you use beacon while this is active it will spawn you in default location for the map you beacond to.

If you just let it spawn into the map after the transfer the game get very glitched: It reads memory/information from the map the qs was in but keeps layout of map you transferd to. This can change property's of a map, for example it can let you use teleport spells in maps that normally blocks it and rest in towns. Also if you use beacon placed in same map as qs it will teleport you to the coordinates of that beacon but keep you in this glitched stat map. (This lets you skip the whole finale dungeon!) Downside is that saves break while your like this. Exit to another map makes things 'normal' (you can get weird after effects still)

But this have the possibility for many more uses,tho nothing useful yet.

Also for that version of Arslegard cut scene skip did you check if you can grab the Writ of Fate after it? I know game updates so you can grab it if you skip out of dark passage after spawning in it but never tested skipping the cut scene too. Because from what I have tested you need get it to update the quest line as the end can't be triggered without properly updating the quests.

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